General Strategies

Gameplay Tips

1 // Upgrades take effect on units out in the field, so build first and upgrade later if you want a good defense force while teching up.

2 // Every UNSC unit is slightly more powerful than its Covenant equivalent. Covenant Leaders can easily level the playing field. Also, the Covenant has a higher overall Troop limit (50).

3 // In 1 vs. 1 multiplayer matches, it should be considered a testament to a bad strategy if the enemy ever is able to produce an uber unit, especially a Scarab. Small raids on Supply Pads and Reactors should be used to prevent over-teching.

4 // If you are getting destroyed online, after the game is over, examine the stats of your opponent. You can see exactly what he or she spent resources on.

Units

5 // You can use Engineers, available via the Covenant Summit, to heal your units. This is the only way to do so if you are playing as Covenant. Keep them on hand to repair Turrets. They don't hold up so well in the heat of battle, but they can help repair a retreating army, saving you some hard-earned supplies and helping you units retain Veterancy stars.

6 // The Covenant infantry is not nearly as disposable as the UNSC types (aside form Spartans). Using all three types in unison make for an incredibly effective defense and assault force -- and since the Covenant has an innately higher troop limit, a massive infantry force can simply overwhelm the UNSC. Also, Spartans can't jack a Hunter!

7 // Upgrading the Spartans to have the Spartan Laser is one of the best ways to spend your hard earned supplies. Even if the increased vehicle jacking skills won't do you any good, the Spartan Laser allows them to attack from a great distance and deal the pain from safety, ready to be healed when they shields are low. Three can take out an army. There's a reason a certain Spartan is the hero of the Halo Series.

8 // All three classes of Covenant Infantry are extremely useful when fully upgraded. The UNSC infantry is not worth upgrading, with the exception of Spartans.

9 // Out of the two "Building Killer" classes, the Locust is much more useful. Keeping a safe distance from the enemy base, these units will deplete building life bars with ease.

The UNSC Cyclopes fail to be as effective, due to their close range attacks. Chances are turrets or a Covenant Leader will tear them up.

10 // To take out the Covenant uber unit, the Scarab, use Leader Powers like Mac Blasts and the Cryo Bomb. If you have Grizzlies (about 3), Hornets or Hawks (about 5), they'll do the trick. To take out UNSC uber unit, the Vulture, your Leaders are you best resource. Vampires can help as well.

Bases

11 // Building additional bases can cost resources but gain them back fast. Sometimes it's not worth defending a second base -- just fill it with supply pads and reap the short term benefits. Add a turret or two to distract the enemy for a bit.

12 // Place your buildings with defense in mind. Most bases have their "rear" protected by the edge of the map. Shield generators should be in front (they can take a licking), while Reactors and Temples should be in the rear. In terms of Turret, anti-air Turrets can be in the rear, but anti-infantry and vehicle Turrets should be in front. Reactors, temples in rear.

13 // Three Spartans around your base can defend against the hairiest of tech attacks. With laser upgrades and increased jacking abilities, no one will be smashing your base with anything short of a Super Scarab.

14 // Don't be afraid to play Rock Paper Scissors with your Turrets. Send an expendable scout out to see what you should build to counter.

15 // If you are dead set on uber units, make sure you increase your troop limit with a Covenant Temple or a UNSC Field Armory first. 2 Scarabs are better than 1!

16 // Remember to recycle! The UNSC Field Armory is useless after you've done your upgrades. So are Reactors. The Covenant Temple, however, is not expendable, due to its ability to respawn your Leader.

Leaders

17 // Use your Covenant Leaders to add some pressure to your enemy early on by attacking the opposing base almost immediately -- they are very difficult to repel early on. Teleport in some infantry behind him for a supreme rush strategy.

18 // The UNSC's Global Rally Point is a useful tool for keeping a steady stream of reinforcements attacking an enemy base without diverting any attention. Place it and every new unit will head to the designated spot. This is great for speedy units, like Warthogs and Hornets.

19 // Every Leader Power costs money, so don't run into battle after summoning 3 uber units and spending you last supply. You'll need supplies to heal and attack if you a UNSC leader, and resources to execute your leader powers if you are a Covenant Leader.

Unique Map Features

20 // In multiplayer, additional bases, Reactors, Supply Pads and build spots are often protected by neutral units. Expect a confrontation -- don't just take a Warthog. That said, these forces are generally quite weak and can be taken out with a pack of Hogs or a few squads of Flamethrowers or Jackals (anti-infantry).

21 // Finding and taking a Reactor is extremely advantageous for the Covenant -- it's a 2000 supply instant savings on a Temple upgrade!

22 // There is some strange Forerunner technology still functioning out there. Some maps have Sentinel Factories (Repository) at which you can purchase Sentinels to do your bidding. There are also Healing Spires (Frozen Valley) which will heal all units within range. On Labyrinth there are Forerunner Protector Plants, which spawn Protector Sentinels, which can be attached to any unit. Beware -- Sentinels will attack, so bring a small army.

23 // The map Beasely's Plateau has a Life Support structure in the center that can be captured by infantry to increase Troop limit by 10!

24 // The center of the map on Tundra features a Mega Turret. Capture this for a stationary uber unit. This map also features sniper towers around the Turret that, when captured, will create an energy shield barring progress until the tower guard is routed.

25 // On the map "Release," there is a flood infested Forerunner containment facility in the center of the map. It has two Releases, one near each base, which, when staffed with infantry, can be opened to release flood forms on your enemy. The trick is capturing one of the Releases on the side your enemy's base is on so the Flood will attack them. Releasing the Flood somewhat inexplicably costs money, so save up before you head off to capture the Release.